234 lines
6.9 KiB
C++
234 lines
6.9 KiB
C++
/**
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* @file llhandmotion.cpp
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* @brief Implementation of LLHandMotion class.
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*
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* $LicenseInfo:firstyear=2001&license=viewergpl$
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*
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* Copyright (c) 2001-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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//-----------------------------------------------------------------------------
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// Header Files
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//-----------------------------------------------------------------------------
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#include "linden_common.h"
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#include "llhandmotion.h"
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#include "llcharacter.h"
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#include "m3math.h"
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//-----------------------------------------------------------------------------
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// Constants
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//-----------------------------------------------------------------------------
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const char *gHandPoseNames[LLHandMotion::NUM_HAND_POSES] = /* Flawfinder: ignore */
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{
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"",
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"Hands_Relaxed",
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"Hands_Point",
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"Hands_Fist",
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"Hands_Relaxed_L",
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"Hands_Point_L",
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"Hands_Fist_L",
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"Hands_Relaxed_R",
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"Hands_Point_R",
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"Hands_Fist_R",
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"Hands_Salute_R",
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"Hands_Typing",
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"Hands_Peace_R",
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"Hands_Spread_R"
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};
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const F32 HAND_MORPH_BLEND_TIME = 0.2f;
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//-----------------------------------------------------------------------------
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// LLHandMotion()
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// Class Constructor
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//-----------------------------------------------------------------------------
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LLHandMotion::LLHandMotion(const LLUUID &id) : LLMotion(id)
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{
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mCharacter = NULL;
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mLastTime = 0.f;
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mCurrentPose = HAND_POSE_RELAXED;
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mNewPose = HAND_POSE_RELAXED;
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mName = "hand_motion";
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//RN: flag hand joint as highest priority for now, until we implement a proper animation track
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mJointSignature[0][LL_HAND_JOINT_NUM] = 0xff;
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mJointSignature[1][LL_HAND_JOINT_NUM] = 0xff;
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mJointSignature[2][LL_HAND_JOINT_NUM] = 0xff;
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}
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//-----------------------------------------------------------------------------
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// ~LLHandMotion()
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// Class Destructor
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//-----------------------------------------------------------------------------
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LLHandMotion::~LLHandMotion()
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{
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}
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//-----------------------------------------------------------------------------
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// LLHandMotion::onInitialize(LLCharacter *character)
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//-----------------------------------------------------------------------------
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LLMotion::LLMotionInitStatus LLHandMotion::onInitialize(LLCharacter *character)
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{
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mCharacter = character;
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return STATUS_SUCCESS;
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}
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//-----------------------------------------------------------------------------
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// LLHandMotion::onActivate()
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//-----------------------------------------------------------------------------
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BOOL LLHandMotion::onActivate()
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{
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LLPolyMesh *upperBodyMesh = mCharacter->getUpperBodyMesh();
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if (upperBodyMesh)
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{
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// Note: 0 is the default
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for (S32 i = 1; i < LLHandMotion::NUM_HAND_POSES; i++)
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{
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mCharacter->setVisualParamWeight(gHandPoseNames[i], 0.f);
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}
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mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], 1.f);
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mCharacter->updateVisualParams();
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}
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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// LLHandMotion::onUpdate()
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//-----------------------------------------------------------------------------
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BOOL LLHandMotion::onUpdate(F32 time, U8* joint_mask)
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{
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eHandPose *requestedHandPose;
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F32 timeDelta = time - mLastTime;
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mLastTime = time;
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requestedHandPose = (eHandPose *)mCharacter->getAnimationData("Hand Pose");
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// <edit>
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if(requestedHandPose && *requestedHandPose >= NUM_HAND_POSES)
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{
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llwarns << "requested hand pose >= NUM_HAND_POSES" << llendl;
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requestedHandPose = &mCurrentPose;
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}
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// </edit>
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// check to see if requested pose has changed
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if (!requestedHandPose)
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{
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if (mNewPose != HAND_POSE_RELAXED && mNewPose != mCurrentPose)
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{
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mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f);
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}
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mNewPose = HAND_POSE_RELAXED;
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}
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else
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{
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// this is a new morph we didn't know about before
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if (*requestedHandPose != mNewPose && mNewPose != mCurrentPose && mNewPose != HAND_POSE_SPREAD)
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{
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mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f);
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}
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mNewPose = *requestedHandPose;
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}
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mCharacter->removeAnimationData("Hand Pose");
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mCharacter->removeAnimationData("Hand Pose Priority");
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// if (requestedHandPose)
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// llinfos << "Hand Pose " << *requestedHandPose << llendl;
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// if we are still blending...
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if (mCurrentPose != mNewPose)
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{
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F32 incomingWeight = 1.f;
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F32 outgoingWeight = 0.f;
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if (mNewPose != HAND_POSE_SPREAD)
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{
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incomingWeight = mCharacter->getVisualParamWeight(gHandPoseNames[mNewPose]);
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incomingWeight += (timeDelta / HAND_MORPH_BLEND_TIME);
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incomingWeight = llclamp(incomingWeight, 0.f, 1.f);
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mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], incomingWeight);
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}
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if (mCurrentPose != HAND_POSE_SPREAD)
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{
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outgoingWeight = mCharacter->getVisualParamWeight(gHandPoseNames[mCurrentPose]);
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outgoingWeight -= (timeDelta / HAND_MORPH_BLEND_TIME);
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outgoingWeight = llclamp(outgoingWeight, 0.f, 1.f);
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mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], outgoingWeight);
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}
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mCharacter->updateVisualParams();
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if (incomingWeight == 1.f && outgoingWeight == 0.f)
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{
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mCurrentPose = mNewPose;
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}
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}
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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// LLHandMotion::onDeactivate()
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//-----------------------------------------------------------------------------
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void LLHandMotion::onDeactivate()
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{
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}
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//-----------------------------------------------------------------------------
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// LLHandMotion::getHandPoseName()
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//-----------------------------------------------------------------------------
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std::string LLHandMotion::getHandPoseName(eHandPose pose)
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{
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if ((S32)pose < LLHandMotion::NUM_HAND_POSES && (S32)pose >= 0)
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{
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return std::string(gHandPoseNames[pose]);
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}
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return LLStringUtil::null;
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}
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LLHandMotion::eHandPose LLHandMotion::getHandPose(std::string posename)
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{
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for (S32 pose = 0; pose < LLHandMotion::NUM_HAND_POSES; ++pose)
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{
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if (gHandPoseNames[pose] == posename)
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{
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return (eHandPose)pose;
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}
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}
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return (eHandPose)0;
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}
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// End
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